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Matchmaking Update

New Feature: 'Find Match' While Playing Other Modes
  • There is a new "Find Match" button in Online mode. This lets you queue up for a match while playing other modes (training, arcade, etc). Other players can see your Lobby listed without you actually having to wait in it.
  • If a Lobby is open or someone is waiting in Find Match, a special icon will display in the Main Menu next to the Online button.
  • You can still wait for players in the lobby screen by selecting New Lobby.
  • Opening the Online Mode now automatically searches for open lobbies. The old "Join Lobby" button is now "Refresh Lobbies."


New Stage: CHROMA
  • Going back to our roots a little bit here. It's a green screen! On this stage you can take screenshots or videos and easily edit out or replace the background if you want.
  • Currently the Green Screen Jeremy DLC needs to be active for you to use this stage. It's free, however.


System Changes
  • Lewis' shoes are now on a separate palette color from his turtleneck. Lewis' shoe color is now different in some palettes as a result.
  • One new Lewis animation is in. Lewis is the next character who will get finished art.
  • Billy's fearsome air throw now has a name (Tengoku Chaos Dunk)
  • Nick's back jump was reworked to have more similar timing to other back jumps.
  • Improved hit detection when whiff punishing Jayne's limbs after Marv's special attacks.
  • If the game is launched in an "Ultra Wide" aspect ratio (which is not supported), the game will attempt to correct it to 1080p. This has not yet been tested, so it may not work. Let's just say this is a feature that's in beta.
  • If the game is changed to an unsupported resolution (such as by dragging the game window), a warning message will display when you change menus.
  • When using a jumping C attack giving a successful side switch, the displayed hitboxes are now different, though the actual range of these attacks has not changed.
  • Adjusted frame disadvantage delay in situations where both players walk+block
  • Your bindings have been reset again to fix a controller mapping issue (sorry).


Balance Changes
  • Nick's counter hit bonus has been reworked to be simpler. He gets the bonus if his attacks are same speed or faster than the opponent’s, unless it's during a trade or an anti air. (Old rule: nick got bonus damage if his ground attack interrupted another ground attack that would have hit)
  • Counter hit damage bonus now 50 (was 100) because this is a much more common situation.
  • Lewis Fist of Euphoria chip reduced (75->50). This move is just really good, so some toning down is in order.
  • Lewis PileDebunker chip increased (75->100). It's supposed to be a big swing, and anyway you eat a big punish when this move is blocked.
  • Marv Gravity Spike is now -10 (was +10). This move does everything. It probably does not also have to be plus on block.
  • Characters with "short" jumping C attacks (Nick, Paul, Billy) now have extra 1 range against late moving attacks. This is to prevent dead zones vs moves like PileDebunker.


Bug Fixes That Also Kinda Affect Balance
  • The Big Billy Buster now does the extra 50 damage only when there is a wallbounce. There were a few stage positions where it would get the damage without a wallbounce.
  • Fixed Marv's Vapor Strike not pushing on hit in some situations (grounded, player 1 side only).
  • Noel's Fightning Flail now does full damage against jump ins (previously the first hit would sometimes whiff--not intended).
  • Some low-hitting specials (Lewis slide, Billy stomp) are no longer able to hit Jayne's limbs after Marv's specials whiff. This was notintended.
  • PileDebunker can now properly whiff punish Jayne's extended limb after Vapor Strike at round start spacing, as intended.


Other Bug Fixes
  • Fixed a serious misalignment of health bars in 16:10 resolution. This was a new issue caused by rearranging the game canvases.
  • Fixed a problem where the resolution would update unexpectedly when closing menus for sound, gameplay, etc.
  • Fixed a problem where dragging the game window to a new monitor would cause the Graphic Options to default to native resolution instead of whatever resolution you're actually using
  • Fixed directional control bindings for menu navigation not saving properly after closing the game.
  • Fixed the timing of certain jumping moves when they are jumping over attacks without an anti air hitbox (fireballs, slide, etc).
  • Fixed sprite positions when Lewis is hit out of his Bravery Step specials (Fist of Euphoria, PileDebunker), or punished when those moves are blocked.
  • Fixed a sprite error in Nick's low block.
  • Fixed a sprite error in Nick's wakeup animation.
  • Fixed a misalignment in the glyph circles in the input display panel.
  • Fixed not being able to select Color 6 on gamepad while in the online lobby, even if you have the DLC
  • A timing issue was fixed when using Blazing Ent vs players jumping on wakeup.
  • "C" attacks are now called "Salty" attacks on the rebinding menu and nowhere else. This is classified as a bug because this change was supposed to happen last patch, but did not because of an error.


Special thanks to community member Sente for doing a lot of legwork identifying bugs in the last build.